mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
66 lines
1.9 KiB
Plaintext
66 lines
1.9 KiB
Plaintext
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform float tol;
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bool eq(in vec4 c1, in vec4 c2) {
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return distance(c1, c2) <= tol;
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}
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void main() {
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vec2 pixel = 1. / dimension;
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vec2 tex_pos = v_vTexcoord;
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vec2 pos_A = clamp(tex_pos + vec2(-pixel.x, -pixel.y), 0., 1.);
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vec2 pos_B = clamp(tex_pos + vec2( 0., -pixel.y), 0., 1.);
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vec2 pos_C = clamp(tex_pos + vec2( pixel.x, -pixel.y), 0., 1.);
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vec2 pos_D = clamp(tex_pos + vec2(-pixel.x, 0.), 0., 1.);
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vec2 pos_F = clamp(tex_pos + vec2( pixel.x, 0.), 0., 1.);
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vec2 pos_G = clamp(tex_pos + vec2(-pixel.x, pixel.y), 0., 1.);
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vec2 pos_H = clamp(tex_pos + vec2( 0., pixel.y), 0., 1.);
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vec2 pos_I = clamp(tex_pos + vec2( pixel.x, pixel.y), 0., 1.);
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vec4 A = texture2D( gm_BaseTexture, pos_A);
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vec4 B = texture2D( gm_BaseTexture, pos_B);
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vec4 C = texture2D( gm_BaseTexture, pos_C);
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vec4 D = texture2D( gm_BaseTexture, pos_D);
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vec4 E = texture2D( gm_BaseTexture, tex_pos);
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vec4 F = texture2D( gm_BaseTexture, pos_F);
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vec4 G = texture2D( gm_BaseTexture, pos_G);
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vec4 H = texture2D( gm_BaseTexture, pos_H);
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vec4 I = texture2D( gm_BaseTexture, pos_I);
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vec2 rem = floor(fract(tex_pos * dimension) * 3.);
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float index = rem.y * 3. + rem.x;
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gl_FragColor = E;
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if(!eq(B, H) && !eq(D, F)) {
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if(index == 0. && eq(D, B))
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gl_FragColor = D;
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else if(index == 1. && ((eq(D, B) && !eq(E, C)) || (eq(B, F) && !eq(E, A))))
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gl_FragColor = B;
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else if(index == 2. && eq(B, F))
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gl_FragColor = F;
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else if(index == 3. && ((eq(D, B) && !eq(E, G)) || (eq(D, H) && !eq(E, A))))
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gl_FragColor = D;
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else if(index == 5. && ((eq(B, F) && !eq(E, I)) || (eq(H, F) && !eq(E, C))))
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gl_FragColor = F;
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else if(index == 6. && eq(D, H))
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gl_FragColor = D;
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else if(index == 7. && ((eq(D, H) && !eq(E, I)) || (eq(H, F) && !eq(E, G))))
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gl_FragColor = H;
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else if(index == 8. && eq(H, F))
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gl_FragColor = F;
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}
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}
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